From: | Greig Chisholm <885060ch@****.GLA.AC.UK> |
---|---|
Subject: | Resubmission: Lucky Charms |
Date: | Thu, 12 Jan 1995 17:22:38 GMT |
Lucky Charms
C-01
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Lucky Charms
"Get your Lucky Charms! Get em' here! Save your ass from that bullet with your
name on it!" A familiar cry to those who wander the street markets of the
sprawl. These lucky charms, although seemingly innocuous and worthless, are a
powerful, if simple magic item.
A typical charm will have 1-3 charges in it. Each charge allows the user to buy
a single success in any test, or to subtract a single success from an opponent
in any test. Without the services of a mage it is impossible for the user to
know how many charges are left in the item, and so it is probably best not to
rely on this artificial form of luck too often. Once all the charges have been
expended the item reverts back to ts non-magical state. A famous shadowrunner
once said, "The only luck I need is a full clip of high explosive ammunition in
my Ruger Super Warhawk." This is wise advice indeed, although it is not advised
to follow too closely in the footsteps of Mr. Penny since he met an untimely
end at the wrong end of a monofilament whip back in 2052.
When using a charm, if its use is declared before any dice are rolled (if
appropriate), then no "natural successes" are required for the charm to have
its effect. However, if the use of the charm is declared after the dice have
have been rolled then at least one "natural" success must have been gained for
the charm to the desired effect.
Lucky charms take many forms, from the typical and esoteric to the bizarre, e.g.
a rabbit's foot, a griffin's tooth, a bic pen, the hood ornament from a
Westwind 2000, a leather jacket, etc. Feel free to use your imagination.
It is rumoured that occasionally one of these charms is cursed and works in
reverse i.e. when the player thinks the charm is adding to his successes, it is
actually subtracting. The opposite is true if the player is trying to affect an
opponent. This effect is detectable by a mage, but.......who bothers to get a
mage to check out such a common magic item?
Statistics:
Availability Cost Street Index
Lucky Charms 2/4hrs 500Y 1
Unfortunately I don't possess a copy of the Grimoire, so I don't have the
slightest idea how you would make one of these. If my players ever want
something enchanted as a charm, I usually charge an exorbitant sum, and if that
doesn't discourage them, then I give them a quick flashing lights, candles and
incense show. That usually impresses them.
>>>>>[I never go anywhere without my lucky boots on]<<<<<
-Alice<14:43:45/12-11-53>